Commit Graph

3190 Commits

Author SHA1 Message Date
Aotumuri e3738fe741 fixed 2026-05-15 09:07:07 +08:00
Aotumuri 9057f3d9bf fixed 2026-05-15 08:58:57 +08:00
Aotumuri df765eda23 add clan arg 2026-05-15 08:52:20 +08:00
Evan bcc453e8cf Add modal URL router (#modal=name&tab=key) (#3924)
## Description

Adds a modal URL router so modals can be opened, deep-linked, and
bookmarked via the hash. URLs of the form `#modal=<name>&tab=<key>&...`
open the named modal and pass remaining keys as args to `onOpen`. The
reverse direction also syncs: opening a modal via the UI updates the
URL, closing it clears the hash, and switching tabs updates `&tab=`.

Builds on the BaseModal refactor from #3923.

### What's new

**`ModalRouter.ts`** — small registry + two-way sync helper.
- `register(name, { tag, pageId? })` declares a modal as router-managed
- `routeFromHash()` parses `#modal=...` and dispatches to
`modal.open(args)`
- `syncOpened/syncClosed/syncTab` push state back into the URL via
`history.replaceState` (no history entries)
- A `routingFromUrl` flag prevents URL→modal→URL feedback loops
- Unknown modal names silently strip the hash

**`BaseModal`** — opt-in URL sync via a `routerName` property.
- When set, BaseModal calls into
`modalRouter.syncOpened/syncClosed/syncTab` from `open` / `close` /
`setActiveTab`
- Modals that own their own URL state (lobby modals) just leave
`routerName` undefined

**`Main.ts`** — registers all routable modals and wires the router.
- `handleUrl()`: adds a `modalRouter.routeFromHash()` branch after the
path-based lobby join
- `onHashUpdate`: when the hash is router-managed, routes via the router
instead of tearing down lobby state

### Routable modals

13 inline modals: store, settings, leaderboard, clan, account, help,
news, language, single-player, ranked, troubleshooting,
territory-patterns, flag-input.

Excluded by design: join-lobby, host-lobby (own URL state via
`/game/<id>`), matchmaking (no URL state).

### Example uses

- Deep link to store flags tab: `/#modal=store&tab=flags`
- Settings keybinds tab: `/#modal=settings&tab=keybinds`
- Cosmetics.ts now redirects to `#modal=store&tab=packs` when a
hard-currency purchase fails for insufficient plutonium (after the
alert), so users can top up directly

### URL behavior

- `replaceState` everywhere — no history entries added when modals open
/ close / switch tabs
- Browser back/forward still works for the existing path-based game flow
- `hashchange` events are router-aware so external hash changes (back
button, manual edit) correctly switch between routed modals without
tearing down lobby state

## Please complete the following:

- [x] I have added screenshots for all UI updates _(no visual changes;
smoke-tested in dev)_
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file _(no new user-visible strings)_
- [ ] I have added relevant tests to the test directory _(no test
coverage; manually tested URL load, UI open, tab switch, close,
hashchange, insufficient-plutonium redirect)_
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

DISCORD_USERNAME
2026-05-14 16:49:44 -07:00
Evan bbe727cc84 Refactor modal system: BaseModal renders shell, unified open(args) API (#3923)
## Description

Refactors the modal system so that `BaseModal` owns the `<o-modal>`
shell rendering, tab state, and lifecycle. Modal subclasses now provide
content via small hook methods (`renderHeaderSlot()`, `renderBody(tab)`,
`modalConfig()`) instead of each rebuilding the `<o-modal>` template and
inline-mode branching.

This sets up the foundation for a future modal URL router (e.g.
`#modal=store&tab=flags`), which will be a follow-up PR.

### What changed

**`BaseModal`** — `src/client/components/BaseModal.ts`
- Now renders the `<o-modal>` shell itself; subclasses no longer
duplicate it
- Owns `activeTab` state and dispatches per-tab rendering via
`renderBody(tab)`
- Single `modalConfig()` method returns `{ title?, tabs?, hideHeader?,
hideCloseButton?, alwaysMaximized?, maxWidth? }`
- Uniform `open(args?)` / `close(args?)` interface; subclasses interpret
args in `onOpen(args)` / `onClose(args)`
- Tabbed modals can lazy-load via `onTabEnter(tab)` lifecycle hook
- Re-entrancy guard on `open()` so `showPage()` re-invocations don't
clobber state set by the outer call
- Initial tab defaults to first entry in `modalConfig().tabs` so the
active tab is highlighted on first open

**17 modals migrated** to the new shape:
- Tabbed: Store, UserSetting, Leaderboard, Clan
- Non-tabbed: FlagInput, Account, TokenLogin, News, TerritoryPatterns,
Troubleshooting, SinglePlayer, Matchmaking, RankedModal, Help, Language
- Lobby: JoinLobbyModal, HostLobbyModal (kept their `confirmBeforeClose`
/ `closeAndLeave` / `closeWithoutLeaving` methods)

Per-modal diffs are mostly mechanical:
- Drop the `<o-modal>` wrapper template and the `if (this.inline) return
content` branch
- Drop the inner `<div class="${this.modalContainerClass}">` wrapper
(shell styling now lives on `<o-modal>`)
- Move header content into `renderHeaderSlot()` so it lives in the
sticky header area
- Convert `super.open()`/`super.close()` overrides into
`onOpen(args)`/`onClose(args)` hooks
- For tabbed modals: drop subclass `@state activeTab`, manual
`handleTabChange`, and the `render()` switch — all owned by BaseModal
now

**Other changes:**
- `Store`: in affiliate mode (`#affiliate=X`), tabs are hidden and a
single combined grid of purchasable affiliate items is shown
- `Main.ts`: `joinModal.open(lobbyId, lobbyInfo)` callsites converted to
the new `open({ lobbyId, lobbyInfo })` shape

### Follow-up

Modal URL router (`#modal=X&tab=Y&...`) is a separate PR on top of this
foundation.

## Please complete the following:

- [x] I have added screenshots for all UI updates _(no visual changes;
smoke-tested in dev)_
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file _(no new user-visible strings)_
- [ ] I have added relevant tests to the test directory _(no test
coverage; tested in browser)_
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2026-05-14 15:33:41 -07:00
Evan e0f73598d6 Add subscriptions: store tab, account panel, manage/cancel (#3918)
## Summary

- Add a **Subscriptions** tab to the Store. Each tier renders as a
`<cosmetic-button>` with description, daily Pu/Caps amounts, and a
Stripe checkout button driven by the existing `createCheckoutSession`
flow.
- Show the player's active subscription in the **Account modal** via a
new `<subscription-panel>` Lit component (status badge, period-end /
cancel-at-period-end, daily currency breakdown).
- **Manage** button opens the Stripe billing portal in a new tab (`POST
/subscriptions/@me/portal`).
- **Cancel** button (hidden once `cancelAtPeriodEnd === true`) calls
`POST /subscriptions/@me/cancel` after a `confirm()` prompt, then
invalidates the userMe cache and refetches.
- Block re-purchase: clicking Subscribe when the user already has a
`subscription:*` flare alerts "Already subscribed" before opening
checkout (upgrade/downgrade flows are out of scope for now).
- Schema additions:
- `CosmeticsSchema.subscriptions: Record<string, SubscriptionSchema>`
(optional) in `src/core/CosmeticSchemas.ts`.
- `UserMeResponse.player.subscription: { tier, status, currentPeriodEnd,
cancelAtPeriodEnd } | null` in `src/core/ApiSchemas.ts`.
- Translations: new `store.*` and `account_modal.sub_*` keys in
`resources/lang/en.json` (English only — Crowdin handles the rest).
- 
<img width="942" height="313" alt="Screenshot 2026-05-14 at 1 13 05 PM"
src="https://github.com/user-attachments/assets/3d28df13-9e03-49f0-bee8-a25f9ad0c420"
/>
<img width="545" height="439" alt="Screenshot 2026-05-14 at 1 13 32 PM"
src="https://github.com/user-attachments/assets/b413b275-d6f2-40dc-9230-d68cd11fb07a"
/>

## Discord

evanpelle
2026-05-14 13:47:16 -07:00
Vansh 9e39a7f5a1 fix(client): block Safari page-level pinch-zoom (#3901)
iOS Safari has ignored the `user-scalable=no` viewport hint since iOS

10, so two-finger pinch still zooms the whole page and can softlock the

in-game HUD. Intercept WebKit's non-standard `gesturestart`,

`gesturechange` and `gestureend` events at `document` and call

`preventDefault()` so the page stays put. The game's own pinch-to-zoom

on the map canvas is driven by pointer events (InputHandler) and is

unaffected; browsers that do not fire GestureEvent treat the listeners

as a no-op.

Resolves #2330

If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #(issue number)

## Description:

Describe the PR.

## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

DISCORD_USERNAME
2026-05-12 16:31:17 -07:00
FloPinguin 990eba6134 Improve MapPlaylist 🎲 (#3904)
## Description:

### 1. `SPECIAL_MODIFIER_POOL` rebalanced
Ticket weights adjusted to roughly track the community "favorite
modifier" poll

<img width="486" height="724" alt="Screenshot 2026-05-11 210740"
src="https://github.com/user-attachments/assets/bb1d2461-beb3-41c0-8d7b-b604db5fc033"
/>

- `isRandomSpawn`: 2 to 4
- `goldMultiplier`: 4 to 6
- `isWaterNukes`: 3 to 4
- `startingGold25M`: 1 to 3
- `startingGold5M`: 5 to 4
- `startingGold1M`: 3 to 2

### 2. New `SPECIAL_TEAM_MAPS` config
Replaces the hardcoded per-map branches in `getTeamCount` and
`buildMapsList`. Each entry maps a `GameMapType` to its preferred
`TeamCountConfig`. Shared constants:
- `SPECIAL_TEAM_FORCE_CHANCE = 0.75` (probability of overriding the
random team weights roll)
- `SPECIAL_TEAM_FREQ_MULTIPLIER = 2` (frequency boost in the team
playlist)

Current entries: Baikal (2), FourIslands (4), Luna (2). Behavior
preserved for the existing maps, but adding another special team map is
now a one-line entry.

### 3. New `FULL_LAND_MAPS` config (TheBox, Alps)
- Water nukes forced on 75% of the time in the special rotation
(overrides `WATER_NUKES_BOOSTED_MAPS`, which still applies its 50% boost
to FourIslands, Baikal, Luna, ArchipelagoSea). Because they make a lot
of fun on these two maps.
- The `isPortsDisabled` modifier is excluded unless water nukes is
boosted on, since ports are pointless on full-land maps. Because this
happened:
<img width="516" height="292" alt="image"
src="https://github.com/user-attachments/assets/cd9ce31d-25d0-4b35-a8ba-bb3ec1c02b70"
/>

### 4. Misc
- Renamed `frequency` constant to `FREQUENCY` for consistency with other
module-level constants.

### 5. Exclude `isNukesDisabled` on special team maps in team mode

On `SPECIAL_TEAM_MAPS` (FourIslands, Baikal, Luna) in team mode, the
`isNukesDisabled` modifier is now excluded from the pool. Otherwise an
extreme warship spam will follow.

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin
2026-05-11 19:27:02 -07:00
babyboucher 5279f9b4ec Add Alliance Extension Handling (#3903)
## Description:

Allows the Alliance hotkey to extend an alliance as expected by
https://discord.com/channels/1284581928254701718/1503351192921571409
 

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

babyboucher
2026-05-11 19:25:16 -07:00
Evan 275fd0dccc refactor: collapse per-env Configs into ClientEnv + ServerEnv (#3906)
## Description:

This is a refactor to simplify config handling.

Replaces the per-environment DevConfig/PreprodConfig/ProdConfig class
hierarchy with two static classes: ClientEnv (browser main thread, reads
from window.BOOTSTRAP_CONFIG) and ServerEnv (Node server, reads from
process.env). The four config classes are deleted, the abstract
DefaultServerConfig is gone, and DefaultConfig is renamed to Config.

The values that flow server → client (gameEnv, numWorkers,
turnstileSiteKey, jwtAudience, instanceId) used to be baked into the
hardcoded per-env classes. They're now real env vars on the server,
embedded into a single window.BOOTSTRAP_CONFIG object in index.html at
request time (alongside the existing gitCommit/assetManifest/cdnBase
globals, which moved into the same object), and read back by ClientEnv
on the client. The dev defaults previously hidden inside DevServerConfig
are now explicit in start:server-dev (NUM_WORKERS=2,
TURNSTILE_SITE_KEY=1x..., JWT_AUDIENCE=localhost, etc.) and in
vite.config.ts's html plugin inject.data. Production deploys plumb
NUM_WORKERS and TURNSTILE_SITE_KEY through deploy.yml (GitHub vars) into
the remote env file; JWT_AUDIENCE is derived from DOMAIN in deploy.sh.
The dynamic /api/instance endpoint is gone — INSTANCE_ID rides along in
BOOTSTRAP_CONFIG now.

ServerEnv is the only thing server code touches; ClientEnv is
browser-only. The two classes have intentional overlap (env, numWorkers,
jwtIssuer, gameCreationRate, workerIndex, etc.) since they derive
identical logic from different sources — there's a TODO in each to
consolidate via a shared helper later. The game-logic Config no longer
stores a ServerConfig/ClientEnv reference and its serverConfig() getter
is gone; the one caller (MultiTabModal) now reads ClientEnv.env()
directly. Worker init no longer carries server-config values since
nothing in the worker actually reads them.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2026-05-11 19:24:01 -07:00
evanpelle a597262af9 Merge branch 'v31' 2026-05-11 17:07:12 -07:00
RickD004 834a9757d7 Adds map "The Straits" (#3896)
## Description:

**Adds "The Straits" map:**

A map located around Denmark and the many surrounding straits: Kattegat,
Skagerrak and the Danish straits (thus the name, meant to be a creative
name like "Between Two Seas" and "Gateway to the Atlantic"). This map is
themed in the early 1900s, the nations/NPCs are traditional and
historical regions of Sweden-Norway, Denmark and the Germany.

Relatively small map with ~700k land tiles, similar to World

Inspired by this Discord thread with nearly 20 upvotes:
https://canary.discord.com/channels/1284581928254701718/1482089104110911634/1482089104110911634

<img width="365" height="506" alt="image"
src="https://github.com/user-attachments/assets/5ee16218-34c0-4b8b-9f9b-d33f219760b0"
/>

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

tri.star1011
2026-05-11 21:35:41 +00:00
babyboucher d6918c77ea Replace hardcoded defaults (#3885)
## Description:

Replaced hard coded defaults with defaultKeybinds

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

babyboucher
2026-05-11 13:06:59 -07:00
Berk 2b6ebbfe2d fix: add readyState check before endTurn broadcast (#3879)
## Description:

Guard `ws.send()` in `endTurn()` with a `readyState === OPEN` check to
prevent sending messages to WebSocket connections that have already
closed.

Without this guard, broadcasting to a client whose connection closed
between ticks can throw an exception and crash the game loop.

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

barfires
2026-05-11 13:04:36 -07:00
FrederikJA 89d330cf64 Make setting for go to player on spawn (default on) (#3874)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #3847 

## Description:
Makes a setting to turn off go to player on spawn.

Most players i have played with are really annoyed about this feature. I
understand that some people like it, which is why i have made it default
on. But i feel like we should be able to turn it off.

## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [ ] I have added relevant tests to the test directory
- [ ] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FrederikJA
2026-05-11 13:04:00 -07:00
FloPinguin 19280c0b37 Allow mappers to define additionalNations 🗺️ (#3902)
## Description:

Adds an optional `additionalNations` array to map manifests (info.json /
manifest.json), used as a name pool when a game requests more nations
than the map defines (HvN, private lobbies, solo games).

Suggested by mapmaker PatrickPlaysBadly.

When the requested nation count exceeds `nations.length`:
1. The deficit is filled by random picks from `additionalNations`
(collisions with manifest names are skipped).
2. If `additionalNations` still does not cover the deficit, the
remainder is generated procedurally as before.

Each entry supports `name`, optional `flag` and optional `coordinates`.
If `coordinates` are provided, the picked nation gets a spawn cell
(otherwise it spawns like the procedurally generated ones, with no fixed
location).

`Nation.flag` is also relaxed to optional, since many existing manifest
entries already omit it.

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

FloPinguin
2026-05-11 12:58:34 -07:00
Aotumuri f1d162825e feat: remove spawn timer on singleplayer (#3199)
Resolves #1041 

## Description:

Remove the singleplayer spawn countdown so the game starts when the
player spawns, spawn nations immediately after player spawn, and align
game timer/max-timer timing with the new start point.

Added a singleplayer regression test for spawn-immunity timing
(GameImpl.test.ts) and updated spawn-phase loop tests to use gameType:
GameType.Public where singleplayer behavior is not under test (e.g.
MIRV/AI/Spawn/WinCheck-related suites), eliminating inSpawnPhase()
timeout hangs after the new singleplayer start logic.


https://github.com/user-attachments/assets/c07a585f-1153-490e-88ca-a91fc7ae5756

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
2026-05-11 12:44:44 -07:00
RickD004 2b04c568fc Format the map lists in Main and MapPlaylist (#3889)
## Description:

Format the map lists in Main and MapPlaylist by alphabetical order. Many
maps were already standarized like this, but many recent ones werent.
Ideally, future maps should be added this way too.

Also ran npm run format in these 2 files, as they were not formatted
correctly before.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

tri.star1011
2026-05-08 19:13:09 -07:00
RickD004 36c8fc0394 Add map of Taiwan Strait (#3878)
## Description:

Map of the Taiwan and the Chinese Mainland. 

Team heavy map like Baikal and Hormuz. Terrain Source from
OpenTopography, already credited

<img width="1800" height="1511" alt="image"
src="https://github.com/user-attachments/assets/45954469-8199-4882-9efe-899c5df87ce4"
/>

I also took the chance to standarize and sort alphabetically the map
lists in main.go and MapPlaylist.ts.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

tri.star 1011

NOTE: If the map gets added, please give contributor to
crunchybbbbb_59469 for this map on Discord. Every file was made by him,
his PR just had weird bugs that didnt allow the PR to be review
automatically

Original PR: https://github.com/openfrontio/OpenFrontIO/pull/3853 by
crunchybbb2-hash
2026-05-08 18:08:17 -07:00
Berk 79020e3b1e fix: typo 'handline' -> 'handling' in websocket error log (#3880)
## Description:

Fixes a typo in `GameServer.ts` - `handline` should be `handling` in the
websocket error log message.

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

barfires
2026-05-08 13:20:44 -07:00
evanpelle 4d0324c5cc run formatter 2026-05-06 21:43:03 -06:00
evanpelle e960b5130a run formatter 2026-05-06 21:08:42 -06:00
Ryan 7873bdbcb4 clan stats breakdown (#3869)
## Description:

improvements to clan ui. 
<img width="788" height="290" alt="image"
src="https://github.com/user-attachments/assets/736ca147-bff4-44d8-8180-7b80a85556fe"
/>
added "expand all" and new collapsible sections.


<img width="787" height="550" alt="image"
src="https://github.com/user-attachments/assets/deb2f813-854b-46a9-a767-52c4f749f30f"
/>

which changes to collapse all when expanded

also adds more info about team (d,t,q,2,3,4,5,6,7 team)

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

w.o.n
2026-05-06 16:10:27 -06:00
Ryan 9ab817cc89 [bugfix] fixes border around clans ui (#3873)
## Description:

fixes border around clans ui
<img width="67" height="705" alt="image"
src="https://github.com/user-attachments/assets/5ee35eb5-b406-4403-b9b4-324769faf061"
/>


also fixes weird padding:
<img width="134" height="244" alt="image"
src="https://github.com/user-attachments/assets/32a84074-afa6-4e9a-98f1-e45aabe4aa2a"
/>

what it should be:
<img width="140" height="206" alt="image"
src="https://github.com/user-attachments/assets/b72b480e-c972-4495-b9da-5c3b411bf590"
/>

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

w.o.n
2026-05-06 16:10:21 -06:00
Ryan 005e1b6044 clan stats breakdown (#3869)
## Description:

improvements to clan ui. 
<img width="788" height="290" alt="image"
src="https://github.com/user-attachments/assets/736ca147-bff4-44d8-8180-7b80a85556fe"
/>
added "expand all" and new collapsible sections.


<img width="787" height="550" alt="image"
src="https://github.com/user-attachments/assets/deb2f813-854b-46a9-a767-52c4f749f30f"
/>

which changes to collapse all when expanded

also adds more info about team (d,t,q,2,3,4,5,6,7 team)

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

w.o.n
2026-05-06 16:09:53 -06:00
Ryan 9432bb26f8 [bugfix] fixes border around clans ui (#3873)
## Description:

fixes border around clans ui
<img width="67" height="705" alt="image"
src="https://github.com/user-attachments/assets/5ee35eb5-b406-4403-b9b4-324769faf061"
/>


also fixes weird padding:
<img width="134" height="244" alt="image"
src="https://github.com/user-attachments/assets/32a84074-afa6-4e9a-98f1-e45aabe4aa2a"
/>

what it should be:
<img width="140" height="206" alt="image"
src="https://github.com/user-attachments/assets/b72b480e-c972-4495-b9da-5c3b411bf590"
/>

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

w.o.n
2026-05-06 16:06:33 -06:00
Evan 30caea0c40 Add loading spinner while waiting for public lobbies to load (#3867)
## Description:

Loading spinner:


https://github.com/user-attachments/assets/9033b707-7499-4a52-b0c6-d96d8f331ee3


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2026-05-06 14:28:20 -06:00
Ryan a4c3d54217 [bugfix] add detailCache = null; (#3868)
## Description:

fixed issue when leaving and trying to rejoin a clan without a reload

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

w.o.n
2026-05-06 13:35:58 -06:00
Ryan 6afedd8fd2 [bugfix] add detailCache = null; (#3868)
## Description:

fixed issue when leaving and trying to rejoin a clan without a reload

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

w.o.n
2026-05-06 13:35:45 -06:00
evanpelle 879d502eb7 Merge branch 'v31' 2026-05-06 13:09:58 -06:00
evanpelle f9f46379f1 refine lobby/action card hover styles
Add a thinner hover ring for the ranked/create/join action buttons via a new --shadow-action-card-hover variable, apply the same ring to the flag and skin selectors, and split the solo button's hover scale to expand mostly vertically so it doesn't clip horizontally.
2026-05-06 13:02:51 -06:00
Evan df84ee023e Refactor & standardize modal tabs (#3864)
## Description:

Refactors tab handling out of the individual modal components and into
the base o-modal component. Tabs are now declared by passing tabs,
activeTab, and onTabChange props, and a new named header slot pins
consumer-supplied content above the tabs. This standardizes the modal
tab look.

<img width="1089" height="290" alt="Screenshot 2026-05-06 at 12 17
33 PM"
src="https://github.com/user-attachments/assets/08d5a039-0aef-4aa7-b972-1e43b8723685"
/>

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2026-05-06 12:47:11 -06:00
Mike Zaugg 23b8eaa04f perf(AttackExecution): migrate hot loops to forEachNeighbor (#3820)
Resolves [#3815
](https://github.com/openfrontio/OpenFrontIO/issues/3815)
   
## Description:
Migrates the five `mg.neighbors(tile)` call sites in
`src/core/execution/AttackExecution.ts` to the existing zero-allocation
`forEachNeighbor(tile, cb)` helper (`src/core/game/GameImpl.ts:1107`).
`neighbors()` allocates
a fresh `TileRef[]` of length up to 4 on every call; `forEachNeighbor`
invokes a callback with no allocation. The helper is already used in
`PlayerExecution`, `GameImpl.updateBorders`, and similar hot paths —
this PR
  finishes that rollout in the hottest attack loop.

  Affected sites in `src/core/execution/AttackExecution.ts`:

  | Original line | Context |
  | --- | --- |
  | 277 | `tick()` border check around `tileToConquer` |
  | 326 | `addNeighbors()` outer neighbor loop |
  | 335 | `addNeighbors()` nested `numOwnedByMe` count |
  | 370 | `handleDeadDefender()` border test |
  | 375 | `handleDeadDefender()` neighbor scan |

  Notes:

- `handleDeadDefender` previously narrowed `this.target` from `Player |
TerraNullius` to `Player` via the early-return check. Inside an arrow
callback that narrowing isn't preserved by TypeScript, so the function
now
captures `target: Player` once after the check. Same pattern as
`tick()`'s `targetPlayer` cache.
- For loops that previously used `break` or `.some()`, I used a small
flag variable to short-circuit the callback body. With at most 4
neighbors per tile the extra callback invocations are negligible
compared to the
  eliminated array allocation.

  Behavioral guarantees:

- Iteration order is identical (`forEachNeighbor` enumerates the same
tiles in the same order as `neighbors()`).
  - No RNG, no float math, no wire-format changes.
  - Determinism preserved.

  Verification:

- `npm test` — all 994 tests pass across 104 files. The 22
attack-related tests in `Attack.test.ts`, `AttackStats.test.ts`, and
`AiAttackBehavior.test.ts` exercise the migrated code paths end-to-end.
  - `npx tsc --noEmit` — clean for the changed file.
  - `npx prettier --check` — clean.

Briefly flagged in `#development` per the contribution guidelines before
opening.

  ## Please complete the following:

  - [ ] I have added screenshots for all UI updates
- [ ] I process any text displayed to the user through translateText()
and I've added it to the en.json file
  - [ ] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

sxndrexe
2026-05-06 12:44:08 -06:00
Sky Elder 38cb3027cb Feature Add retaliate keybind (#3801)
If this PR fixes an issue, link it below. If not, delete these two
lines.
Resolves #3174 

## Description:

This PR implements a keybind for retaliation against incoming non-bot
attacks (Players and Nations). It currently will target the most recent
(last in array) incoming attack when the keybind is pressed, choosing
the minimum of attack ratio or incoming attack troop size to retaliate
with. This correlates with the last displayed incoming attack on the
bottom modal. It works when there are multiple attacks (press multiple
times to retaliate against each consecutive attack). If the retaliation
size is smaller than the attack, the keybind can be pressed multiple
times to repeatedly blunt the incoming troop count.

Due to the current keybind logic KeyR cannot be used but Shift+KeyR can
so it is set to that until refactor.

<img width="867" height="121" alt="image"
src="https://github.com/user-attachments/assets/56e80810-4900-4db0-8ce7-1856e13529e5"
/>

No tests have been added as the retaliation feature doesn't seem to have
any to begin with since it is just an attack intent. The keybind is not
configured any differently than others. I did run all current tests and
was all good.

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

n1ghtingal3
2026-05-06 12:08:31 -06:00
VariableVince eca5794ebb Chore(deps): Update and remove dependencies (#3819)
## Description:

Only mentioning removals/major updates/notable changes below, not all
minor upgrades.

### Removed:
- "@aws-sdk/client-s3": not used anywhere (was used in Archive.ts
previously)
- chai, "@types/chai", sinon-chai: not used anywhere, probably leftover.
Vitest uses a bundled version of Chai for its expect asserations under
the hood too.
- protobufjs, "@types/google-protobuf": not used anywhere, probably left
from evan's experiment with it? Removed from vite.config.ts too.
- "@types/jquery": not used anywhere, probably leftover
- sinon, "@types/sinon": not used anywhere just like chai, probably
leftover. And Vitest provides us with the same functionality.
- "@types/systeminformation": dependency systeminformation was removed
last year, this is an unneeded, deprecated and unmaintained remainder.
- vite-tsconfig-paths: removed, and removed the import and usage in
vite.config.ts and replaced it by adding `tsconfigPaths: true` to the
`resolve` block. Because of this message displayed on running the tests:
"The plugin "vite-tsconfig-paths" is detected. Vite now supports
tsconfig paths resolution natively via the resolve.tsconfigPaths option.
You can remove the plugin and set resolve.tsconfigPaths: true in your
Vite config instead."
- vite-plugin-static-copy: removed, we don't use it anymore (was used in
our vite.config.ts once,, probably before Vite natively supported
copying static assets via its publicDir configuration)

### Updated:
- color.js: v0.5 > v0.6, no breaking change affecting us
- cross-env: v7 > v10. It's a publicly archived repo since Nov 2025. But
before that he got it up-to-date from June 2025, porting to TS, dropping
old Node versions, dependencies etc. Seems still good to use for some
amount of time to come.
- dotenv: v16 > v17, now logs an informational message by default when
it loads an environment file. Can be disabled by using
dotenv.config({quite: true}) if needed.
- ejs: v3 > v5: security patches mostly. Vite still uses v3 btw.
- eslint: v9 > v10. Newly enabled rules by default:
'no-unassigned-vars', 'no-useless-assignment' and
'preserve-caught-error'. Mostly faster and minimum support moved to
higher node versions, which shouldn't be a problem.
- "@eslint/compat": v1 > v2. Minimum supported Node versions, which
should not be a problem.
- intl-messageformat: v10 > v11 no breaking changes that affect us
- jdom: v27 > v29. Faster. Most notably minimum support moved to higher
node v22 version, which should not be a problem. Also, see types/node,
kind of expecting v24 to be installed now.
- nanoid: from v3 to v5, no breaking changes that affect us
- "@opentelemetry/sdk-logs": now that addLogRecordProcessor is removed,
changed Logger.ts to pass an (empty) provider array directly to the
LoggerProvider constructor. Follows the changes in
https://github.com/open-telemetry/opentelemetry-js/pull/5588
- "@tailwindcss/vite": supports vite v8 from 4.2.2, and a fix for it in
4.2.4
- tailwindcss: supports vite v8 from 4.2.2
-- in 4.1.15 (we were already above this version) break-words was
deprecated in favor of wrap-break-word. But break-words, which we use in
15 places, will still work as expected
(https://github.com/tailwindlabs/tailwindcss/pull/19157). Same goes for
also deprecated "order-none".
- "@types/node": from v22 to v24, assuming most now use node 24
- vite v7 > v8: 
-- is now on 8.0.10 so first bugs are out of it, while v8 itself also
fixed a big number of bugs.
-- in vite.config.ts, fixed Ts error/compilation issue by changing the
manualChunks option in build.rollupOptions.output to use the function
syntax, which is required by the updated types instead of the object
syntax.
- zod: no changes that affect us

### Prettier:
Updated only because of (new because of update?) Prettier errors for
files untouched in this PR originally:
- PathFinder.Parabola.ts
- WorkerMessages.ts
- ClanModal.handlers.test.ts
- ClanModal.rendering.test.ts‎
- CONTRIBUTING.md
- README.md

### ESLint:
Fixes needed to silence errors coming from newly enabled recommended
rules 'no-useless-assignment' and 'preserve-caught-error':

For 'no-useless-assignment' (default assignment never used because of
unreachable code or they are guaranteed to get a value, so they can be
undefinedat the start. Exception was AttackExecution, so made the
default value of 0 the default case in the switch statement):
- ClientGameRunner
- GameModeSelector
- NameBoxCalculator
- StructureDrawingUtils
- TerritoryLayer
- Diagnostics
- GameRunner
- ColorAllocator
- DefaultConfig
- AttackExecution
- AiAttackBehavior
- Worker.worker
- GamePreviewBuilder

For 'preserve-caught-error', disabled the rule here because the possible
fix `{cause: error}` was introduced in ES2022 while we're still on
target ES2020 currently:
- GameServer
- Privilege

_Error: The value assigned to 'gameMap' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'timeDisplay' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'scalingFactor' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'radius' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'teamColor' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'gl' is not used in subsequent statements.
(no-useless-assignment)
Error: The value assigned to 'power' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'tickExecutionDuration' is not used in
subsequent statements. (no-useless-assignment)
Error: The value assigned to 'selectedIndex' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'mag' is not used in subsequent statements.
(no-useless-assignment)
Error: The value assigned to 'speed' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'matchesCriteria' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'shouldContinue' is not used in subsequent
statements. (no-useless-assignment)
Error: The value assigned to 'description' is not used in subsequent
statements. (no-useless-assignment)
Error: There is no `cause` attached to the symptom error being thrown.
(preserve-caught-error)
Error: There is no `cause` attached to the symptom error being thrown.
(preserve-caught-error)_

All tests pass. TypeScript and ESLint errors resolved.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

tryout33

---------

Co-authored-by: Copilot <copilot@github.com>
2026-05-06 09:12:27 -06:00
babyboucher 94bab78d24 Fix off by one error (#3827)
## Description:

Currently it is impossible to search for 2 letter clan tags (UN, FR,
EU), this is because of an off by one error present in the API

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

Babyboucher
2026-05-05 22:15:47 -06:00
babyboucher b8a544a7d5 Fix off by one error (#3827)
## Description:

Currently it is impossible to search for 2 letter clan tags (UN, FR,
EU), this is because of an off by one error present in the API

## Please complete the following:

- [X] I have added screenshots for all UI updates
- [X] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [X] I have added relevant tests to the test directory
- [X] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

Babyboucher
2026-05-05 22:15:28 -06:00
RickD004 3744027e94 Adds map of the Middle East (#3829)
## Description:

Starting v32 maps right now!

Adds map of the Middle East. Probably one of the most highly requested
maps.

Very large map (3.4M land pixels, similar to Two Lakes, would become the
2nd or 3rd largest map by land area) of the arabian peninsula and
surrounding regions.
This map has both huge areas of land without water access full of desert
terrain, and massive trade chokepoints, which combined will result in
crazy endgames.

The theme of this map are historical, based on the end of WW1.
Historical flags have been added for the nation NPCs to use.

(High map rotation of 8 since this is probably going to become one of
the most popular maps given the relevancy of the region in real life.)

Terrain source from NASA DEM, already credited.


https://github.com/user-attachments/assets/6a1b345f-fd92-42c2-8f92-154fac4c9733

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

DISCORD_USERNAME

tri.star1011
2026-05-05 22:12:42 -06:00
Aotumuri 27e7a56f94 Disable build hotkeys after death (#3833)
## Description:

Prevent number-key build shortcuts from opening the unit build ghost
after the player has died.
Keep build hotkeys available only while the player is alive and not in
spawn phase.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
2026-05-05 22:07:07 -06:00
Evan 7f9b63a24c Increase max intent size to 2kb (#3852)
## Description:

Raised MAX_INTENT_SIZE from 500 to 2000 bytes — the move_warship intent
could exceed the old limit and get rejected.
Removed the separate MAX_CONFIG_INTENT_SIZE (also 2000) and the
intentType branching, since both paths now share the same cap.
## Please complete the following:

- [ ] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2026-05-05 14:59:09 -06:00
Evan af5249655c Worker init (#3850)
## Description:

- Inline the game worker into the main bundle (`?worker&inline`) instead
of loading it from the CDN via a same-origin Blob trampoline.
- Some users were failing to load the worker — most likely a
cross-origin / CDN edge case the trampoline didn't paper over. Inlining
serves the worker as a same-origin Blob from the main bundle, bypassing
the cross-origin `new Worker(url)` restriction entirely.
- Removes `createGameWorker()`, the trampoline script, the
`trampoline_error` message type, and the `onTrampolineError` listener in
`initialize()`. The 60s init timeout backstop stays.
- `cdnBase` is still forwarded in the `init` message — that's for
in-worker asset fetches (maps, etc.), unrelated to loading the worker
module itself.

Tradeoff: the worker bundles all of `src/core`, so the main JS download
grows by that amount on every page load (including lobby/settings pages
that never start a game). Accepted because load reliability > bundle
size here.

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2026-05-05 13:22:58 -06:00
evanpelle ffbe48ad10 fix: catch punctuation-separated slurs in username censor
Re-add skipNonAlphabeticTransformer to both matcher chains so bypass
attempts like "n.i.g.g.e.r" are detected.
2026-05-04 18:18:36 -06:00
Evan 08b9fd96e6 simplify attack overlay to reduce visual clutter (#3848)
## Description:

Simplifies the attacking-troops overlay: removes the soldier icon and
strength bar, dropping each label down to just the troop number in cyan
(outgoing) or red (incoming) with a soft dark text-shadow halo and no
background fill so territory borders show through cleanly. Also splits
the label into outer (transitioned position) and inner (instant scale)
divs so zoom changes no longer get smeared by the 0.25s cluster-move
transition, retunes the zoom→size curve, and skips incoming labels from
bot tribes to cut clutter.

<img width="374" height="307" alt="Screenshot 2026-05-04 at 5 53 17 PM"
src="https://github.com/user-attachments/assets/a7044221-06cc-4027-b19a-6ff4ca8f542a"
/>

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

evan
2026-05-04 18:10:06 -06:00
evanpelle 83ff524529 increase woker init timeout to 60s 2026-05-04 18:00:16 -06:00
evanpelle 900d7f0bd0 Increase worker init timeout from 20s to 30s 2026-05-04 15:04:23 -06:00
evanpelle 8d1614de72 Merge branch 'v31' 2026-05-04 12:55:13 -06:00
Evan 94205426e7 Move turnstile check to api (#3845)
## Description

Re-enables Turnstile verification (was temporarily disabled in v31 to
diagnose intermittent `invalid-input-response` rejections) and moves the
verification call off the game servers.

Game servers no longer hold `TURNSTILE_SECRET_KEY` or hit
`challenges.cloudflare.com` directly. Instead they POST to
`${jwtIssuer}/turnstile` on the api-worker (authenticated with the
existing `apiKey`), which holds the secret and proxies to Cloudflare.
Shrinks blast radius and removes the secret from every game host + GH
Actions workflow.

Response from the api-worker is Zod-validated; null tokens short-circuit
to `rejected` locally.

## Please complete the following:

- [x] I have added screenshots for all UI updates (n/a — server only)
- [x] I process any text displayed to the user through translateText()
(n/a — no user-visible text)
- [ ] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Discord:

evanpelle
2026-05-04 12:53:02 -06:00
Aotumuri 1bf7df1b68 Fix mobile logo spacing (#3842)
Resolves
#https://discord.com/channels/1359946986937258015/1381347989464809664/1500830892405424168

## Description:
Fixes a mobile layout issue where a large gap appeared below the
OpenFront logo, causing fewer menu options to be visible without
scrolling.

before
<img width="591" height="910" alt="スクリーンショット 2026-05-04 21 32 32"
src="https://github.com/user-attachments/assets/7d9de0de-8d19-4e54-bec6-2bc3b9dda6a5"
/>

after
<img width="603" height="1311" alt="OpenFront (ALPHA)"
src="https://github.com/user-attachments/assets/e606feee-0f33-4a8c-b100-514005a0d2aa"
/>


## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:

aotumuri

Co-authored-by: Ryan <7389646+ryanbarlow97@users.noreply.github.com>
2026-05-04 16:16:40 +00:00
Aotumuri 8ea3426628 fix: Show full store item names instead of truncating them (#3831)
## Description:

The store item cards were truncating names with an ellipsis. This change
updates the cosmetic card name label to wrap instead of truncating, so
the full name is always shown.

before
<img width="748" height="363" alt="スクリーンショット 2026-05-04 10 26 58"
src="https://github.com/user-attachments/assets/32030be3-6e92-4ca6-8117-451c0ae75582"
/>

after
<img width="756" height="585" alt="スクリーンショット 2026-05-04 10 27 30"
src="https://github.com/user-attachments/assets/20e0fd36-dea4-4236-852b-ca5a2cd7e0f5"
/>

## Please complete the following:

- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

## Please put your Discord username so you can be contacted if a bug or
regression is found:
aotumuri
2026-05-04 11:28:03 +00:00
evanpelle 257fb9b38e temporarily disable turnstile 2026-05-03 18:50:59 -06:00